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2026-03-30 15:33:19 -06:00

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C++

//
// gfx_metal.h
// libultraship
//
// Created by David Chavez on 16.08.22.
//
#pragma once
#ifdef __APPLE__
#include "gfx_rendering_api.h"
#include "../interpreter.h"
#include <imgui_impl_sdl2.h>
#include <simd/simd.h>
static constexpr size_t kMaxVertexBufferPoolSize = 3;
static constexpr size_t METAL_MAX_MULTISAMPLE_SAMPLE_COUNT = 8;
static constexpr size_t MAX_PIXEL_DEPTH_COORDS = 1024;
namespace MTL {
class Texture;
class SamplerState;
class CommandBuffer;
class RenderPassDescriptor;
class RenderCommandEncoder;
class SamplerState;
class ScissorRect;
class Device;
class Function;
class Buffer;
class RenderPipelineState;
class CommandQueue;
class Viewport;
} // namespace MTL
namespace CA {
class MetalDrawable;
class MetalLayer;
} // namespace CA
namespace NS {
class AutoreleasePool;
}
static int cantor(uint64_t a, uint64_t b) {
return (a + b + 1.0) * (a + b) / 2 + b;
}
struct hash_pair_shader_ids {
size_t operator()(const std::pair<uint64_t, uint32_t>& p) const {
auto value1 = p.first;
auto value2 = p.second;
return cantor(value1, value2);
}
};
namespace Fast {
struct ShaderProgramMetal {
uint64_t shader_id0;
uint32_t shader_id1;
uint8_t numInputs;
uint8_t numFloats;
bool usedTextures[SHADER_MAX_TEXTURES];
// hashed by msaa_level
MTL::RenderPipelineState* pipeline_state_variants[9];
};
struct TextureDataMetal {
MTL::Texture* texture;
MTL::Texture* msaaTexture;
MTL::SamplerState* sampler;
uint32_t width;
uint32_t height;
uint32_t filtering;
bool linear_filtering;
};
struct FramebufferMetal {
MTL::CommandBuffer* mCommandBuffer;
MTL::RenderPassDescriptor* mRenderPassDescriptor;
MTL::RenderCommandEncoder* mCommandEncoder;
MTL::Texture* mDepthTexture;
MTL::Texture* mMsaaDepthTexture;
uint32_t mTextureId;
bool mHasDepthBuffer;
uint32_t mMsaaLevel;
bool mRenderTarget;
// State
bool mHasEndedEncoding;
bool mHasBoundVertexShader;
bool mHasBoundFragShader;
struct ShaderProgramMetal* mLastShaderProgram;
MTL::Texture* mLastBoundTextures[SHADER_MAX_TEXTURES];
MTL::SamplerState* mLastBoundSamplers[SHADER_MAX_TEXTURES];
MTL::ScissorRect* mScissorRect;
MTL::Viewport* mViewport;
int8_t mLastDepthTest = -1;
int8_t mLastDepthMask = -1;
int8_t mLastZmodeDecal = -1;
};
struct FrameUniforms {
simd::int1 frameCount;
simd::float1 noiseScale;
};
struct DrawUniforms {
simd::int1 textureFiltering[SHADER_MAX_TEXTURES];
};
struct CoordUniforms {
simd::uint2 coords[MAX_PIXEL_DEPTH_COORDS];
};
class GfxRenderingAPIMetal final : public GfxRenderingAPI {
public:
~GfxRenderingAPIMetal() override = default;
const char* GetName() override;
int GetMaxTextureSize() override;
GfxClipParameters GetClipParameters() override;
void UnloadShader(ShaderProgram* oldPrg) override;
void LoadShader(ShaderProgram* newPrg) override;
ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) override;
ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) override;
void ShaderGetInfo(ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) override;
uint32_t NewTexture() override;
void SelectTexture(int tile, uint32_t textureId) override;
void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) override;
void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) override;
void SetDepthTestAndMask(bool depth_test, bool z_upd) override;
void SetZmodeDecal(bool decal) override;
void SetViewport(int x, int y, int width, int height) override;
void SetScissor(int x, int y, int width, int height) override;
void SetUseAlpha(bool useAlpha) override;
void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) override;
void Init() override;
void OnResize() override;
void StartFrame() override;
void EndFrame() override;
void FinishRender() override;
int CreateFramebuffer() override;
void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
bool opengl_invertY, bool render_target, bool has_depth_buffer,
bool can_extract_depth) override;
void StartDrawToFramebuffer(int fbId, float noiseScale) override;
void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0,
int dstX1, int dstY1) override;
void ClearFramebuffer(bool color, bool depth) override;
void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) override;
void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) override;
std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) override;
void* GetFramebufferTextureId(int fbId) override;
void SelectTextureFb(int fbId) override;
void DeleteTexture(uint32_t texId) override;
void SetTextureFilter(FilteringMode mode) override;
FilteringMode GetTextureFilter() override;
void SetSrgbMode() override;
ImTextureID GetTextureById(int id) override;
void NewFrame();
void SetupFloatingFrame();
void RenderDrawData(ImDrawData* drawData);
bool MetalInit(SDL_Renderer* renderer);
private:
bool NonUniformThreadGroupSupported();
void SetupScreenFramebuffer(uint32_t width, uint32_t height);
// Elements that only need to be setup once
SDL_Renderer* mRenderer;
CA::MetalLayer* mLayer; // CA::MetalLayer*
MTL::Device* mDevice;
MTL::CommandQueue* mCommandQueue;
int mCurrentVertexBufferPoolIndex = 0;
MTL::Buffer* mVertexBufferPool[kMaxVertexBufferPoolSize];
std::unordered_map<std::pair<uint64_t, uint32_t>, struct ShaderProgramMetal, hash_pair_shader_ids>
mShaderProgramPool;
std::vector<struct TextureDataMetal> mTextures;
std::vector<FramebufferMetal> mFramebuffers;
FrameUniforms mFrameUniforms;
CoordUniforms mCoordUniforms;
DrawUniforms mDrawUniforms;
MTL::Buffer* mFrameUniformBuffer;
uint32_t mMsaaNumQualityLevels[METAL_MAX_MULTISAMPLE_SAMPLE_COUNT];
// Depth querying
MTL::Buffer* mCoordUniformBuffer;
MTL::Buffer* mDepthValueOutputBuffer;
size_t mCoordBufferSize;
MTL::Function* mDepthComputeFunction;
MTL::Function* mConvertToRgb5a1Function;
// Current state
struct ShaderProgramMetal* mShaderProgram;
CA::MetalDrawable* mCurrentDrawable;
std::set<int> mDrawnFramebuffers;
NS::AutoreleasePool* mFrameAutoreleasePool;
int mCurrentTile;
uint32_t mCurrentTextureIds[SHADER_MAX_TEXTURES];
int32_t mRenderTargetHeight;
int mCurrentFramebuffer;
size_t mCurrentVertexBufferOffset;
FilteringMode mCurrentFilterMode = FILTER_THREE_POINT;
bool mNonUniformThreadgroupSupported;
};
} // namespace Fast
bool Metal_IsSupported();
#endif